Bruce M. McLaren’s research while affiliated with Carnegie Mellon University and other places

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Publications (8)


Computer Supported Education 10th International Conference, CSEDU 2018, Funchal, Madeira, Portugal, March 15–17, 2018, Revised Selected Papers: 10th International Conference, CSEDU 2018, Funchal, Madeira, Portugal, March 15–17, 2018, Revised Selected Papers
  • Book

January 2019

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14 Reads

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3 Citations

Communications in Computer and Information Science

Bruce M. McLaren

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Rob Reilly

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This book constitutes the thoroughly refereed proceedings of the 9th International Conference on Computer Supported Education, CSEDU 2018, held in Funchal, Madeira, Portugal, in March 2018. The 27 revised full papers were carefully reviewed and selected from 193 submissions. The papers deal with the following topics: new educational environments, best practices and case studies of innovative technology-based learning strategies, institutional policies on computer-supported education including open and distance education.


A Computer-Based Game That Promotes Mathematics Learning More Than a Conventional Approach

January 2018

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58 Reads

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22 Citations

Excitement about learning from computer-based games has been palpable in recent years and has led to the development of many educational games. However, there are relatively few sound empirical studies in the scientific literature that have shown the benefits of learning mathematics from games as opposed to more traditional approaches. The empirical study reported in this paper provides evidence that a mathematics educational game can provide superior learning opportunities, as well as be more engaging. In a study involving 153 students from two middle schools, 70 students learned about decimals from playing an educational game-Decimal Point-whereas 83 students learned the same content by a more conventional, computer-based approach. The game led to significantly better gain scores in solving decimal problems, on both an immediate (d = .43) and delayed (d = .37) posttest and was rated as significantly more enjoyable (d = .95). Low prior knowledge students especially benefitted from the game. This paper also summarizes the game’s design characteristics.


Modeling the Zone of Proximal Development with a Computational Approach
  • Conference Paper
  • Full-text available

June 2017

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538 Reads

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8 Citations

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Bruce M. McLaren

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[...]

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Sandra Katz

In this paper, we propose a computational approach to modeling the Zone of Proximal Development of students who learn using a natural-language tutoring system for physics. We employ a student model to predict students’ performance based on their prior knowledge and activity when using a dialogue tutor to practice with conceptual, reflection questions about high-school level physics. Furthermore, we introduce the concept of the “Grey Area”, the area in which the student model cannot predict with acceptable accuracy whether a student has mastered the knowledge components or skills present in a particular step.

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Fig. 3. Interaction effect of game with gender on learning outcomes
Uncovering Gender and Problem Difficulty Effects in Learning with an Educational Game

June 2017

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377 Reads

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15 Citations

Lecture Notes in Computer Science

A prior study showed that middle school students who used the educational game Decimal Point achieved significantly higher gain scores on immediate and delayed posttests of decimal understanding than students who learned with a more conventional computer-based learning tool. This paper reports on new analyses of the data from that study, providing new insights into the benefits of the game. First, females benefited more than males from the game. Second, students in the game condition performed better on the more difficult intervention problems. This paper presents these new analyses and discusses why the educational game might have led to these results.



Table 1 : Diagram-related and user-specific metrics -on average -for the diagrams constructed collaboratively and for the diagrams constructed by individuals 
Building Arguments Together or Alone? Using Learning Analytics to Study the Collaborative Construction of Argument Diagrams

June 2017

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450 Reads

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8 Citations

Research has shown that the construction of visual representations may have a positive effect on cognitive skills, including argumentation. In this paper we present a study on learning argumentation through computer-supported argument diagramming. We specifically focus on whether students, when provided with an argument-diagramming tool, create better diagrams, are more motivated, and learn more when working with other students or on their own. We use learning analytics to evaluate a variety of student activities: pre and post questionnaires to explore motivational changes; the argument diagrams created by students to evaluate richness, complexity and completion; and pre and post knowledge tests to evaluate learning gains.


A Computer-Based Game that Promotes Mathematics Learning More than a Conventional Approach

January 2017

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563 Reads

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159 Citations

Excitement about learning from computer-based games has been papable in recent years and has led to the development of many educational games. However, there are relatively few sound empirical studes in the scientific literature that have shown the benefits of learning mathematics from games as opposed to more traditional approaches. The empirical study reported in this paper provides evidence that a mathematics educational game can provide superior learning opportunities, as well as be more engaging. In a study involving 153 students from two middle schools, 70 students learned about decimals from playing an educational game-Decimal Point-whereas 83 students learned the same content by a more conventional, computer-based approach. The game led to significantly better gain scores in solving decimal problems, on both an immediate (d = .43) and delayed (d = .37) posttest and was rated as significantly more enjoyable (d = .95). Low prior knowledge students especially benefitted from the game. This paper also summarizes the game's design characteristics.


Computers Supported Education: 8th International Conference, CSEDU 2016, Rome, Italy, April 21-23, 2016, Revised Selected Papers

January 2017

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55 Reads

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2 Citations

Communications in Computer and Information Science

This book constitutes the thoroughly refereed proceedings of the 8th International Conference on Computer Supported Education, CSEDU 2016, held in Rome, Italy, in April 2016. The 29 revised full papers were carefully reviewed and selected from 164 submissions. The papers deal with the following topics: new educational environments, best practices and case studies of innovative technology-based learning strategies, institutional policies on computer-supported education including open and distance education.

Citations (6)


... Previous research [11] showed how astonishingly simple it is for students to trick automated programming assignment assessment systems. It is often overlooked that APAAS solutions are systems that execute injected code (student submissions) and code injection is known as a severe threat from a security point of view [20]. ...

Reference:

How Programming Students Trick and What JEdUnit Can Do Against It
Computer Supported Education 10th International Conference, CSEDU 2018, Funchal, Madeira, Portugal, March 15–17, 2018, Revised Selected Papers: 10th International Conference, CSEDU 2018, Funchal, Madeira, Portugal, March 15–17, 2018, Revised Selected Papers
  • Citing Book
  • January 2019

Communications in Computer and Information Science

... Different characteristics such as gender, age, and cultural orientations should be considered in gamified designs, which can lead to changing a user's or group's reception of gamification (Kim 2015) and consideration of the target group and their needs are required for good design practice (Zahedi et al. 2019). Though the reception of gamification on different genders has not been explored in many studies (Buisman et al. 2014;Schreuders et al. 2016;Hakulinen et al. 2015;Souza et al. 2017;Fu and Clarke 2016;McLaren et al. 2018), behaviors of different genders should be taken into account when designing a gamification platform. Some studies show that men are more task-oriented, and other studies show that women are more socially motivated, but it is still important to prevent gender stereotyping when designing gamification platforms (Gaffney and Dunphy 2015) to avoid negative impacts. ...

A Computer-Based Game That Promotes Mathematics Learning More Than a Conventional Approach
  • Citing Chapter
  • January 2018

... Digital learning games are instructional platforms that allow students to both engage playfully and learn (Gee, 2007;Mayer, 2014Mayer, , 2019. In recent studies, some learning games have been shown to be more effective for girls than for boys, both in terms of learning and affective outcomes (Arroyo et al., 2013;McLaren et al., 2022;McLaren, Farzan, et al., 2017;Nguyen et al., 2022). These results suggest that games may be particularly effective for reducing gender disparities in math outcomes, including lower levels of motivation and math self-confidence among girls compared to boys (Else-Quest et al., 2010;Reilly et al., 2019). ...

Uncovering Gender and Problem Difficulty Effects in Learning with an Educational Game

Lecture Notes in Computer Science

... By carrying out these cognitive operations, the construction of an AM becomes a moment of decoding and reconstruction of the argument (Alotto, 2021;Chounta et al., 2017;Harrell & Wetzel, 2015). ...

Building Arguments Together or Alone? Using Learning Analytics to Study the Collaborative Construction of Argument Diagrams

... By fostering the acquisition of the learners' ZPD, educators can apply ITS scaffolding methods to support learning processes to align new learning with what students already know and can do, and concentrate lessons around what students are prepared to learn with guidance. Through these practices, educators can minimize learning anxiety by ensuring that appropriate tasks are presented with attention to students' background knowledge (Chounta, McLaren, Albacete, Jordan, & Katz, 2017). Instructors can use the program to construct and identify new knowledge based on the explorations and discoveries of what students are ready to learn. ...

Modeling the Zone of Proximal Development with a Computational Approach

... Numerous studies [9], [10], [11], [12], [13] report significant effects of game elements on learner motivation or the closely related construct engagement [14], whereas, simultaneously, cognitive learning outcomes remained largely unaffected. This absence of cognitive effects of game elements on learning outcomes remains in need of explanation, because increased motivation and engagement would suggest enhanced cognitive outcomes [15], [16]. These previous findings thus imply that sometimes game elements are associated with both motivational and cognitive benefits only in a number of cases. ...

A Computer-Based Game that Promotes Mathematics Learning More than a Conventional Approach